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ScummVM Tools README Last updated: $Date$ ------------------------------------------------------------------------ For more information on ScummVM, visit http://www.scummvm.org/. More on the tools can be found on our Wiki under http://wiki.scummvm.org/index.php/User_Manual/Appendix:_Tools ------------------------------------------------------------------------ This is a collection of various tools that may be useful to use in conjunction with ScummVM. Please note that this module is not always in-sync with the latest STABLE version of ScummVM. This means that although a tool may support a feature, certain ScummVM versions may not. ScummVM 0.6.x does not support FLAC audio, for example. The extraction and compression tools can either be run from the command line or using the GUI wizard. All other tools are only available in command line. The command line executable for the compression and extraction tools can be invoked with the following syntax: scummvm-tools-cli [audio params] [params] [-o output] [extract|compress] <inputfile> This will auto-detect the tool to use depending on the input file(s). You can hint which tool to use by specifying if you want to extract or compress data. Alternatively you can give the name of the tool to use: scummvm-tools-cli --tool <tool name> [audio params] [params] [-o output] <inputfile> You can get a list of the supported tools using --list: scummvm-tools-cli --list [audio params] is used for compression tools to define which audio format to compress to. Use --mp3, --flac or --vorbis first to select a special format, default is MP3. Then you can give additional information such as the bit rate you want to use. Use --help to get the list of all the options you can use: scummvm-tools-cli --help <tool name> This will also list additional options that each tool might support. Use the -o or --output flag to specify the output file or directory. By default most tools will output to the directory out/ relative to the input file. Extraction Tools: extract_agos Extracts the packed files used in the Amiga and AtariST versions of Elvira 1/2, Waxworks and Simon the Sorcerer 1. Example of usage: ./scummvm-tools-cli --tool extract_agos <infile 1> ... <infile n> extract_cge Unpacks Soltys and Sfinx game data files. Example of usage: ./scummvm-tools-cli --tool extract_cge [-o outputdir] <inputfile> pack_cge Packs Soltys and Sfinx game data files. Example of usage: ./scummvm-tools-cli --tool pack_cge [-o outputdir] <inputdir> extract_cine Unpacks Delphine's Cinematique engine's archive files. Should work at least with Future Wars and Operation Stealth. Supports using Operation Stealth's 'vol.cnf' file as input in which case it will try to unpack all the archive files listed in 'vol.cnf'. Accepts only one input file. Example of usage: ./scummvm-tools-cli --tool extract_cine <infile> extract_gob_stk Extracts data files from STK/ITK files from Coktel Vision games. Example of usage: ./scummvm-tools-cli --tool extract_gob_stk [-o outputdir] <infile> extract_kyra Unpacks .PAK files from Kyrandia games. It is also able to extract the installer package files from Hand of Fate DOS floppy version. You should make sure you got all WESTWOOD.### files for that, since they are one big package file splitted into several, so with -x you will extract *all* files from the installer files. Example of usage: ./scummvm-tools-cli --tool extract_kyra -x [-o outputdir] <infile> NOTE: Takes some additional arguments, run extract_kyra --help for details. extract_loom_tg16 Extracts data files from the PC-Engine version of Loom. Example of usage: ./scummvm-tools-cli --tool extract_loom_tg16 [-o outputdir] <infile> NOTE: Use the dumpcd utility at http://www.zeograd.com/misc_download.php to dump the code tracks on the CD. extract_mm_apple Extracts data files from the Apple II version of Maniac Mansion. Example of usage: ./scummvm-tools-cli --tool extract_mm_apple [-o outputdir] <disk1.dsk> <disk2.dsk> extract_mm_c64 Extracts data files from the Commodore 64 version of Maniac Mansion. Example of usage: ./scummvm-tools-cli --tool extract_mm_apple [-o outputdir] <disk1.d64> <disk2.d64> extract_mm_nes Extracts data files from the NES version of Maniac Mansion. Example of usage: ./scummvm-tools-cli --tool extract_mm_nes [-o outputdir] <infile.PRG> NOTE: Japanese version is _not_ supported. extract_parallaction Extracts the contents of archives used in Nippon Safes. Example of usage: ./scummvm-tools-cli --tool extract_parallaction [--small] [-o outputdir] <infile> extract_scumm_mac Extracts Macintosh "single file" SCUMM games into their component parts, for use with ScummVM. Example of usage: ./scummvm-tools-cli --tool extract_scumm_mac [-o outputdir] <infile> NOTE: This is required for ScummVM up to version 0.6.x; all later versions directly support reading this file format. extract_zak_c64 Extracts data files from the Commodore 64 version of Zak McKracken. Example of usage: ./scummvm-tools-cli --tool extract_zak_c64 [-o outputdir] <disk1.d64> <disk2.d64> Compression Tools: compress_agos Used to compress the Feeble Files or Simon the Sorcerer 1/2 voc/wav files to MP3, Vorbis or FLAC. Example of usage: ./scummvm-tools-cli --tool compress_agos --vorbis -q 7 SIMON2.WAV NOTE: Specify --mac for the mac version (obviously). Default output is input with changed extension. compress_gob Compresses Gobliiins! data files. Example of usage: ./scummvm-tools-cli --tool compress_gob [-o outputpath] -f <conf_file> <conf file> is a .gob file generated by extract_gob_stk. -f forces compression for all files. The stick archive (STK/ITK/LTK) will be created in the directory specified by the '-o' parameter. compress_kyra Used to compress The Legend of Kyrandia, The Legend of Kyrandia: Hand of Fate, The Legend of Kyrandia: Malcolm's Revenge and Lands of Lore: The Throne of Chaos audio files with MP3, Vorbis or FLAC. Example of usage: ./scummvm-tools-cli --tool compress_kyra <flags here> input/GEMCUT.VRM You have to keep the file extension the tool will append else it will NOT work. Use it as shown above, copy all speech files to a directory and let the tool put the output file in another directory. compress_queen Used to rebuild the datafile of Flight of the Amazon Queen, and allow optional MP3, Vorbis or FLAC compression. Example of usage: ./scummvm-tools-cli --tool compress_queen [mode params] [-o outputfile] queen.1 Default output file is "queen.1c" compress_saga Used to compress SAGA engine digital sound files to MP3, Vorbis or FLAC. Example of usage: ./scummvm-tools-cli --tool compress_saga [mode params] [-o outputfile] <infile> Where <infile> is the sound file you wish to compress, without the extension. Default output file is input file with the extensions ".cmp" For Inherit the Earth, the digital music (music.rsc), speech (voices.rsc or "Inherit the Earth voices") and sound effects (sounds.rsc) files can be compressed. For I have no Mouth, the speech (voices*.res) files can be compressed. The compressed files have the ".cmp" extension. Once compressed, you only need the respective .cmp files. Note: There is no compression support yet for the following versions: - The Mac CD Guild version of Inherit the Earth (uses MacBinary *.bin files). - The unsupported early DOS demo of Inherit the Earth. compress_sci Used to compress Sierra resource.aud/.sfx and AUDIO001.002 audio files with MP3, Vorbis or FLAC. This tool is NOT compatible with the newer SCI32 games yet. Example of usage: ./scummvm-tools-cli --tool compress_sci [mode params] [-o outputfile] <infile> The name of the output file is required. Use a temporary name, and after the tool finishes compressing it, replace the original uncompressed file with the compressed one. So, if for example your original audio resource file is resource.aud, you can use a temporary name like resource.tmp. Then, move the original resource.aud file elsewhere and rename resource.tmp to resource.aud. compress_scumm_bun Used to compress '.bun' music/voice files with MP3, Vorbis or FLAC. Example of usage: ./scummvm-tools-cli --tool compress_scumm_bun [mode params] [-o outputfile] <infile> Default outputfile is inputfile with the extension ".bun". Note: For "The Curse of Monkey Island", FLAC compression will produce larger files than in the original game. compress_scumm_san Compresses '.san' smush animation files. It uses lossless zlib for compressing FOBJ gfx chunks inside a san file. It can also create a separate Ogg file with the audio track. Example of usage: ./scummvm-tools-cli --tool compress_scumm_san [mode params] [-o outputfile] <infile> Default output is inputfile with the extension ".san". In order to use such compressed files, your ScummVM binary must have been built with zlib support enabled (you can find out whether that's the case by looking at the About dialog). For the Ogg or MP3 compression feature, your ScummVM binary naturally must have been built with Ogg or MP3 support enabled. NOTE: For some '.san' files there is a corresponding '.flu' file, which contains offsets into the '.san' file. Hence, the compress_scumm_san has to modify the '.flu' file. This happens automatically, if the '.san' and '.flu' files are in the same directory (which is normally the case). If you want to move the '.san' files before compressing them, make sure to move the '.flu' files, too! compress_scumm_sou Used to compress .sou files to .so3 (MP3), .sog (Vorbis), or .sof (FLAC). Example of usage: ./scummvm-tools-cli --tool compress_scumm_sou [mode params] [-o outpufile] <infile> ./scummvm-tools-cli --mp3 MONSTER.SOU Default output file is inputfile with changed extensions, depending on the compression method used. compress_sword1 Used to compress Broken Sword 1's music and speech .clu files to .cl3 (MP3), .clg (Vorbis) or .clf (FLAC). Example of usage: ./scummvm-tools-cli --tool compress_sword1 --vorbis -q 7 BS1/swordres.rif NOTE: Only the PC and Mac versions are currently supported. The PSX version is not supported by this tool. compress_sword2 Used to compress Broken Sword 2's music and speech .clu files to .cl3 (MP3), .clg (Vorbis) or .clf (FLAC). Example of usage: ./scummvm-tools-cli --tool compress_sword2 [params] <file> NOTE: FLAC compression will produce larger files than the original! This is because the original files already use lossy compression. compress_tinsel Used to compress tinsel .smp files. The corresponding .idx file must be part of the command. Example of usage: ./scummvm-tools-cli --tool compress_tinsel [mode_params] [-o outputfile] <infile.smp> <infile.idx> ./scummvm-tools-cli --tool compress_tinsel --vorbis -q 9 ENGLISH.SMP ENGLISH.IDX compress_touche Used to compress and pack Touche speech files ('Vxxx' and 'OBJ') to MP3, Vorbis or FLAC to a single file named TOUCHE.SO3 (MP3), TOUCHE.SOG (Vorbis) or TOUCHE.SOF (FLAC). Once compressed, only TOUCHE.DAT and TOUCHE.SOx files are required to play the game under ScummVM. Example of usage: ./scummvm-tools-cli --tool compress_touche [mode params] [-o outputfile] <inputdir> NOTE: Default outputfile is TOUCHE.* (depending on the compression method). Files in the input folder should be uppercase. compress_tucker Used to compress sound and speech files from AUDIO/FX/MUSIC/SPEECH directories to a single file named TUCKER.SO3 (MP3), TUCKER.SOG (Vorbis) or TUCKER.SOF (FLAC). Once compressed, the four directories are not required to play the game under ScummVM anymore. Example of usage: ./scummvm-tools-cli --tool compress_tucker [mode params] [-o outputfile] <inputdir> NOTE: Default outputfile is TUCKER.SOx (depending on the compression method). Files in the input folder should be uppercase. Script Tools: decine Decompiles Delphine's Cinematique engine's scripts. Should work at least with Future Wars and Operation Stealth. Example of usage: decine [type] [version] [filename] type: -prc or -rel (Use -prc for *.prc-files, -rel for *.rel-files) version: -v1 or -v2 (Use -v1 for Future Wars, -v2 for Operation Stealth) filename: The name of the script file to decode. degob Decompiles TOT scripts used in Coktel Vision games. Example of usage: degob <version> <file.tot> [<file.ext>] [<commun.ext>] "<version>" describes from which game the script file was taken and is one of "Gob1", "Gob2", "Gob3", "Ween", "Bargon", "Fascination, "Lost", "Woodruff", "Dynasty" and "Urban". If the script file calls loadMult(), the script file's EXT file must be supplied on the command line as well; some script files also require a commun.ext. degob throws an error to let you know if any of the two should be the case. dekyra Basic script disassembler for Legend of Kyrandia games. descumm Decompiles SCUMM scripts. desword2 Disassembles Broken Sword II scripts. Encoder Tools: encode_dxa [params] <file> Creates DXA file out of extracted Smacker video. To extract a video use RAD Game Tools and perform 2 passes on it. For example, if your video is called 'intro.smk': 1. Extract the video to PNG, 256 colors (choose PNG format and tick the checkbox). It will create a bunch of files named 'introXXX.png', where XXX is frame number. Make sure you have extracted 256 colors PNGs, otherwise encode_dxa will complain. 2. Extract the audio to WAV format, you will get an 'intro.wav' file. 3. Put files 'intro.smk', 'intro.wav' and 'intro*.png' into a single directory. 4. Run `encode_dxa intro.smk` in that directory. 5. You will get an intro.dxa file and intro.flac/mp3/ogg file in result. Additionally you may use the batch processing mode of SMK files in RAD Game Tools. Just select more than one file and push the 'Convert' button. It will ask you either you want them processed in batch mode and will do this for you. All buttons and conversion options work the same. convert_dxa.bat convert_dxa_one.bat To ease your life we also provide batch files to autoconvert all files. It should work with any game version. 1. Copy *.smk files from all CDs to some directory. 2. Edit paths in convert_dxa.bat file. 3. Run the batch. If you set everything correct, it will be an almost unattended conversion. Just for several files which don't have audio, RAD Game Tools converter will ask you to press OK. convert_dxa.sh Same as the above convert_dxa.bat, just for *nix-based systems. It uses Wine to run RAD Game Tools.